Jump Lanes & Movement
Posted: Fri Sep 30, 2016 12:25 pm
Something I continually ran into issues with in 2E was trying to come up with a clear improvement on the movement rules to make things flow better or be easier to remember. I'm still not happy with the end result, and that's why I think we should probably revisit these elements in Galaxies.
We have four jump lane classes:
Before going any further, let me lay out what I think our movement rates should be for units:
Where this gets tricky is with major and restricted lanes. Major lanes should allow for faster movement, while restricted lanes should make movement more difficult. The question is: how best to actually translate that into easy to remember rules?
We've tried several different options in the past. Here are a few thoughts off the top of my head, and we can refine them from here:
We have four jump lane classes:
- Unexplored
- Restricted
- Minor
- Major
Before going any further, let me lay out what I think our movement rates should be for units:
- Crippled/Slow: 1 jump per turn
- Normal: 2 jumps per turn
- Fast: 3 jumps per turn
Where this gets tricky is with major and restricted lanes. Major lanes should allow for faster movement, while restricted lanes should make movement more difficult. The question is: how best to actually translate that into easy to remember rules?
We've tried several different options in the past. Here are a few thoughts off the top of my head, and we can refine them from here:
- (Major) Allow a fleet to move across one major lane in addition to other movement this turn
- (Major) Allow a fleet to move across any number of major lanes in a turn at no cost
- (Restricted) Have moving across a restricted lane immediately end movement
- (Restricted) Require a fleet to have a Scout with it to cross a restricted lane
- (Restricted) Military ships treat restricted lanes as minor lanes, but civilian convoys require military escort to cross the lane